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Replace integer[] with number[]
1 parent 02c34cd commit 3f511a7

12 files changed

Lines changed: 14 additions & 14 deletions

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src/core/TimeStep.js

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@@ -288,7 +288,7 @@ var TimeStep = new Class({
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* Internal array holding the previous delta values, used for delta smoothing.
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*
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* @name Phaser.Core.TimeStep#deltaHistory
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* @type {integer[]}
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* @type {number[]}
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* @since 3.0.0
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*/
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this.deltaHistory = [];

src/gameobjects/GameObject.js

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@@ -610,7 +610,7 @@ var GameObject = new Class({
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* @method Phaser.GameObjects.GameObject#getIndexList
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* @since 3.4.0
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*
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* @return {integer[]} An array of display list position indexes.
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* @return {number[]} An array of display list position indexes.
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*/
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getIndexList: function ()
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{

src/gameobjects/shape/Shape.js

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@@ -86,7 +86,7 @@ var Shape = new Class({
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* Holds the earcut polygon path index data for filled rendering.
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*
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* @name Phaser.GameObjects.Shape#pathIndexes
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* @type {integer[]}
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* @type {number[]}
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* @readonly
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* @since 3.13.0
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*/

src/input/InputPlugin.js

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@@ -350,7 +350,7 @@ var InputPlugin = new Class({
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* A array containing the dragStates, for this Scene, index by the Pointer ID.
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*
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* @name Phaser.Input.InputPlugin#_dragState
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* @type {integer[]}
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* @type {number[]}
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* @private
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* @since 3.16.0
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*/

src/input/keyboard/KeyboardManager.js

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@@ -92,7 +92,7 @@ var KeyboardManager = new Class({
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* can call the `addCapture` method. See also `removeCapture` and `clearCaptures`.
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*
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* @name Phaser.Input.Keyboard.KeyboardManager#captures
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* @type {integer[]}
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* @type {number[]}
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* @since 3.16.0
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*/
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this.captures = [];

src/input/keyboard/KeyboardPlugin.js

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@@ -323,7 +323,7 @@ var KeyboardPlugin = new Class({
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* @method Phaser.Input.Keyboard.KeyboardPlugin#getCaptures
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* @since 3.16.0
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*
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* @return {integer[]} An array of all the currently capturing key codes.
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* @return {number[]} An array of all the currently capturing key codes.
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*/
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getCaptures: function ()
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{

src/renderer/webgl/WebGLRenderer.js

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@@ -990,7 +990,7 @@ var WebGLRenderer = new Class({
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* @param {number} height - The height of the scissor.
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* @param {number} [drawingBufferHeight] - Optional drawingBufferHeight override value.
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*
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* @return {integer[]} An array containing the scissor values.
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* @return {number[]} An array containing the scissor values.
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*/
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pushScissor: function (x, y, width, height, drawingBufferHeight)
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{

src/tilemaps/Tilemap.js

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@@ -1622,7 +1622,7 @@ var Tilemap = new Class({
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* @param {number} [tileY=0] - The top most tile index (in tile coordinates) to use as the origin of the area.
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* @param {number} [width=max width based on tileX] - How many tiles wide from the `tileX` index the area will be.
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* @param {number} [height=max height based on tileY] - How many tiles tall from the `tileY` index the area will be.
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* @param {integer[]} [indexes] - An array of indexes to randomly draw from during randomization.
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* @param {number[]} [indexes] - An array of indexes to randomly draw from during randomization.
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* @param {(string|integer|Phaser.Tilemaps.TilemapLayer)} [layer] - The tile layer to use. If not given the current layer is used.
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*
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* @return {?Phaser.Tilemaps.Tilemap} Returns this, or null if the layer given was invalid.
@@ -2077,7 +2077,7 @@ var Tilemap = new Class({
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* @method Phaser.Tilemaps.Tilemap#setCollisionByExclusion
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* @since 3.0.0
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*
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* @param {integer[]} indexes - An array of the tile indexes to not be counted for collision.
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* @param {number[]} indexes - An array of the tile indexes to not be counted for collision.
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* @param {boolean} [collides=true] - If true it will enable collision. If false it will clear collision.
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* @param {boolean} [recalculateFaces=true] - Whether or not to recalculate the tile faces after the update.
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* @param {(string|integer|Phaser.Tilemaps.TilemapLayer)} [layer] - The tile layer to use. If not given the current layer is used.

src/tilemaps/TilemapLayer.js

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@@ -771,7 +771,7 @@ var TilemapLayer = new Class({
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* @param {number} [tileY=0] - The top most tile index (in tile coordinates) to use as the origin of the area.
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* @param {number} [width=max width based on tileX] - How many tiles wide from the `tileX` index the area will be.
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* @param {number} [height=max height based on tileY] - How many tiles tall from the `tileY` index the area will be.
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* @param {integer[]} [indexes] - An array of indexes to randomly draw from during randomization.
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* @param {number[]} [indexes] - An array of indexes to randomly draw from during randomization.
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*
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* @return {this} This Tilemap Layer object.
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*/
@@ -993,7 +993,7 @@ var TilemapLayer = new Class({
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* @method Phaser.Tilemaps.TilemapLayer#setCollisionByExclusion
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* @since 3.50.0
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*
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* @param {integer[]} indexes - An array of the tile indexes to not be counted for collision.
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* @param {number[]} indexes - An array of the tile indexes to not be counted for collision.
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* @param {boolean} [collides=true] - If true it will enable collision. If false it will clear collision.
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* @param {boolean} [recalculateFaces=true] - Whether or not to recalculate the tile faces after the update.
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*

src/tilemaps/components/Randomize.js

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@@ -21,7 +21,7 @@ var GetRandom = require('../../utils/array/GetRandom');
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* @param {number} [tileY=0] - The top most tile index (in tile coordinates) to use as the origin of the area.
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* @param {number} [width=max width based on tileX] - How many tiles wide from the `tileX` index the area will be.
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* @param {number} [height=max height based on tileY] - How many tiles tall from the `tileY` index the area will be.
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* @param {integer[]} [indexes] - An array of indexes to randomly draw from during randomization.
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* @param {number[]} [indexes] - An array of indexes to randomly draw from during randomization.
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* @param {Phaser.Tilemaps.LayerData} layer - The Tilemap Layer to act upon.
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*/
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var Randomize = function (tileX, tileY, width, height, indexes, layer)

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